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using UnityEngine;
using System.Collections;
using EnhancedUI;
using EnhancedUI.EnhancedScroller;
namespace EnhancedScrollerDemos.GridSelection
{
/// <summary>
/// This example shows how to simulate a grid with a fixed number of cells per row
/// The data is stored as normal, but the differences in this example are:
///
/// 1) The scroller is told the data count is the number of data elements divided by the number of cells per row
/// 2) The cell view is passed a reference to the data set with the offset index of the first cell in the row
public class Controller : MonoBehaviour, IEnhancedScrollerDelegate
{
/// <summary>
/// Internal representation of our data. Note that the scroller will never see
/// this, so it separates the data from the layout using MVC principles.
/// </summary>
private SmallList<Data> _data;
/// <summary>
/// This is our scroller we will be a delegate for
/// </summary>
public EnhancedScroller scroller;
/// <summary>
/// This will be the prefab of each cell in our scroller. The cell view will
/// hold references to each row sub cell
/// </summary>
public EnhancedScrollerCellView cellViewPrefab;
public int numberOfCellsPerRow = 3;
/// <summary>
/// Be sure to set up your references to the scroller after the Awake function. The
/// scroller does some internal configuration in its own Awake function. If you need to
/// do this in the Awake function, you can set up the script order through the Unity editor.
/// In this case, be sure to set the EnhancedScroller's script before your delegate.
///
/// In this example, we are calling our initializations in the delegate's Start function,
/// but it could have been done later, perhaps in the Update function.
/// </summary>
void Start()
{
// set the application frame rate.
// this improves smoothness on some devices
Application.targetFrameRate = 60;
// tell the scroller that this script will be its delegate
scroller.Delegate = this;
// load in a large set of data
LoadData();
}
/// <summary>
/// Populates the data with a lot of records
/// </summary>
private void LoadData()
{
// if the data existed previously, loop through
// and remove the selection change handlers before
// clearing out the data.
if (_data != null)
{
for (var i = 0; i < _data.Count; i++)
{
_data[i].selectedChanged = null;
}
}
// set up some simple data
_data = new SmallList<Data>();
for (var i = 0; i < 1000; i ++)
{
_data.Add(new Data() { someText = i.ToString() });
}
// tell the scroller to reload now that we have the data
scroller.ReloadData();
}
/// <summary>
/// This function handles the cell view's button click event
/// </summary>
/// <param name="cellView">The cell view that had the button clicked</param>
private void CellViewSelected(RowCellView cellView)
{
if (cellView == null)
{
// nothing was selected
}
else
{
// get the selected data index of the cell view
var selectedDataIndex = cellView.DataIndex;
// loop through each item in the data list and turn
// on or off the selection state. This is done so that
// any previous selection states are removed and new
// ones are added.
for (var i = 0; i < _data.Count; i++)
{
_data[i].Selected = (selectedDataIndex == i);
}
}
}
#region EnhancedScroller Handlers
/// <summary>
/// This tells the scroller the number of cells that should have room allocated.
/// For this example, the count is the number of data elements divided by the number of cells per row (rounded up using Mathf.CeilToInt)
/// </summary>
/// <param name="scroller">The scroller that is requesting the data size</param>
/// <returns>The number of cells</returns>
public int GetNumberOfCells(EnhancedScroller scroller)
{
return Mathf.CeilToInt((float)_data.Count / (float)numberOfCellsPerRow);
}
/// <summary>
/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
/// cell size will be the width.
/// </summary>
/// <param name="scroller">The scroller requesting the cell size</param>
/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
/// <returns>The size of the cell</returns>
public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
{
return 100f;
}
/// <summary>
/// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list.
/// Some examples of this would be headers, footers, and other grouping cells.
/// </summary>
/// <param name="scroller">The scroller requesting the cell</param>
/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
/// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param>
/// <returns>The cell for the scroller to use</returns>
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex)
{
// first, we get a cell from the scroller by passing a prefab.
// if the scroller finds one it can recycle it will do so, otherwise
// it will create a new cell.
CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView;
// data index of the first sub cell
var di = dataIndex * numberOfCellsPerRow;
cellView.name = "Cell " + (di).ToString() + " to " + ((di) + numberOfCellsPerRow - 1).ToString();
// pass in a reference to our data set with the offset for this cell
cellView.SetData(ref _data, di, CellViewSelected);
// return the cell to the scroller
return cellView;
}
#endregion
}
}